My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
RIP

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Witch Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Witch Ram Rider Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Goblin Barrel Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Goblin Barrel Ram Rider Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Ram Rider Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Goblin Barrel Ram Rider

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Goblin Gang Goblin Barrel Skeleton Army Ram Rider
Giant Snowball
Bats Goblin Gang Goblin Barrel Skeleton Army Witch Ram Rider
Zap
Bats Goblin Gang Goblin Barrel Skeleton Army Witch Ram Rider
Barbarian Barrel
Goblin Gang Goblin Barrel Skeleton Army Witch
The Log
Goblin Gang Goblin Barrel Skeleton Army Witch Ram Rider
Earthquake
Goblin Gang Goblin Barrel Skeleton Army Witch
Arrows
Bats Goblin Gang Goblin Barrel Skeleton Army Witch
Royal Delivery
Bats Goblin Gang Goblin Barrel Skeleton Army Witch Ram Rider
Fireball
Goblin Gang Goblin Barrel Skeleton Army Witch Ram Rider
Poison
Bats Goblin Gang Skeleton Army Witch
Lightning
Witch Ram Rider
Rocket
Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Witch

Against ground swarms

Spells and units that can counter ground swarms.

The Log Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Skeleton Army Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Goblin Gang Goblin Barrel Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats The Log Goblin Gang Goblin Barrel Skeleton Army Witch Ram Rider Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Bats The Log Goblin Gang Goblin Barrel

Attack Synergies 2 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Mega Knight Goblin Barrel Ram Rider
Goblin Gang
Goblin Barrel
Goblin Barrel
Goblin Gang Bats Skeleton Army Ram Rider Mega Knight
Skeleton Army
Goblin Barrel
Witch
Ram Rider Mega Knight
The Log
Ram Rider Mega Knight
Ram Rider
Bats Goblin Barrel Witch The Log Mega Knight
Mega Knight
Bats Goblin Barrel Witch The Log Ram Rider

Defense Synergies 0 9

Bats
The Log Mega Knight
Goblin Gang
Skeleton Army The Log
Goblin Barrel
Skeleton Army
Goblin Gang The Log
Witch
The Log Mega Knight
The Log
Bats Goblin Gang Skeleton Army Witch Ram Rider Mega Knight
Ram Rider
The Log
Mega Knight
Bats Witch The Log

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

The Log Ram Rider
Skeleton Army Bats Goblin Gang Witch The Log Ram Rider Mega Knight
Goblin Gang Skeleton Army Witch Ram Rider Mega Knight Bats
Skeleton Army Witch Bats Goblin Gang Ram Rider Mega Knight
Skeleton Army The Log Mega Knight
Goblin Gang Skeleton Army The Log Bats Mega Knight
Bats Ram Rider Goblin Gang Witch
The Log Ram Rider Mega Knight
Witch Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Mega Knight
Bats Goblin Gang Skeleton Army Witch The Log Ram Rider Mega Knight
Bats Goblin Gang Witch Ram Rider
Skeleton Army Mega Knight Bats Goblin Gang Witch The Log Ram Rider
Skeleton Army Mega Knight Bats Goblin Gang Witch The Log
Skeleton Army Goblin Gang Ram Rider Mega Knight
Skeleton Army Goblin Gang The Log Ram Rider Mega Knight
Mega Knight Bats Goblin Gang Skeleton Army Witch
Mega Knight Bats Goblin Gang Skeleton Army Witch The Log Ram Rider
Witch The Log Bats Ram Rider Mega Knight
Ram Rider
Goblin Gang Skeleton Army Mega Knight Bats Witch The Log

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Goblin Gang Skeleton Army Mega Knight Witch
Goblin Gang The Log Mega Knight
Goblin Gang Skeleton Army Mega Knight Bats Witch The Log Ram Rider
Goblin Gang Skeleton Army Mega Knight Bats The Log Ram Rider
Goblin Gang Skeleton Army Witch Ram Rider Mega Knight
Bats Goblin Gang Witch Ram Rider
Goblin Gang Skeleton Army Bats Witch Ram Rider
Mega Knight Skeleton Army
Mega Knight Bats Skeleton Army Witch The Log
Witch Goblin Gang Skeleton Army
Mega Knight Bats Witch
Skeleton Army Mega Knight The Log
Skeleton Army Mega Knight Goblin Gang Witch Ram Rider
Skeleton Army Witch Mega Knight
Goblin Gang Skeleton Army Witch Bats The Log
Bats Mega Knight Witch The Log

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

The Log
The Log Ram Rider
The Log
The Log
The Log Mega Knight
Bats Witch Ram Rider
Witch The Log
The Log Ram Rider
The Log Ram Rider
Bats Goblin Gang
The Log Ram Rider
The Log
The Log
Witch The Log
The Log Mega Knight
Bats
The Log Mega Knight
Witch The Log Mega Knight
The Log Mega Knight
The Log
The Log
The Log Witch Mega Knight
Witch
The Log Witch Ram Rider
Witch The Log Ram Rider Mega Knight
The Log
Bats Witch
Bats Witch
The Log Mega Knight
Mega Knight
The Log
Bats Goblin Gang Skeleton Army Witch
Witch Ram Rider
The Log
Goblin Gang Mega Knight
The Log
Mega Knight
Bats Goblin Gang Witch The Log
Bats Witch
Witch The Log Mega Knight

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